16: A Mean Green Machine!

Norman shoots out of the start machine, collecting four gems and landing on a sticky green block surface. Upon seeing the vertically moving blue block with sticky green blocks on either sides, Norman should get on the underside of the moving block and quickly move so that he is standing on the block's right side, where two green goons are.

The player should then continue moving until Norman is at the top of the moving block. When the moving block meets the corner of the ceiling's sticky block, Norman should be moved off the blue block and onto the ceiling block.

19: Bang! Bang! You're Dead

This level involves in a lot of bullet dodging, with gunbusters or sleeping guards just about everywhere. Fortunately, this level has a lot of areas where the user could get to to obtain health boosters.

22: Easy Squeezy

This section involves much big blue blocks that can squash the player; the Big Blue Blocks are also moving in different patterns. Sections are found in the level requiring the player to hit a group of buttons in sequence, so that blocks open up to the next section for the level. Any spaces opened up will come down and crush the player if they are not fast enough to pass the moving squares.

These sections that open up must be entered quickly, or else the blocks that have opened up will come down and crush the player if they are not fast enough to pass the moving squares.

23: Time and Time Again

The first part of the level involves traveling on big blue blocks, avoiding being squashed or being pushed towards spikes. The second half of the level has lots and lots of spikey Blocks and the player has to hop across them with no breaks, making it a very tough test.

Ending

This navigational box contains a spoiler. Click [show] to open the box.

"Well done at using your head! But Norman is now heading somewhere else. What a headache! Will Norman ever find his way home?" A picture of Norman in front of a pipe, facing a bunch of eerie green eyes and crooked structures with holes, is shown.

Enemies

Green goons - Green goons fly around vertically or horizontally. They can be defeated with one attack.

Lazy riders - Lazy riders drive a strange contraption on surfaces. They can be defeated with one attack.

Napping guards - Napping guards are lazy guards next to a cannon. Every once in a while, they will wake up and fire the cannon. They can be defeated in one hit.

Wrecking balls - These enemies are stationary, and will either swing 180 degrees, or a full 360. They can not be killed.

Electro dudes - Every few seconds, they charge electricity out in a three by three square. They go down after one hit. However, the player should be wary about when they will discharge electricity. The electricity kills Norman if contact is made.

Spikey blocks - Spikey blocks appear in three phases. In their calm phase, they act like regular blocks. In their stressed phase, they also act like regular blocks. In their spiked phase though, they are covering in instant death spikes.

Blue gunbusters - Cousins of the Lazy guard, blue gunbusters appear the same, except for the fact that they are always awake, so the rate of fire is faster. They are lined with spikes and cannons. If the player lands on them, the spikes on the gunbuster causes instant death. They fire missiles from all four sides in a loop. They cannot be destroyed.

Punchos - Punchos reside on land, where they can punch the occasional victim. They throw their punched left and right, and are defeated with one attack.

Hazards

Yellow spikes - Any contact with these spike results in instant death.

Big blue blocks - They move vertically or horizontally, and will instantly kill the player if they get crushed. They are sometimes connected to Sticky Green Blocks.

Electricity - Electricity is emitted in two ways. One, in a line from two connecting emitters (which may be inside of blocks). And two, from electro dudes.

Pick ups

Diamonds - These pick ups are scattered across levels, and are worth 20 points.

Health boosters - Health boosters are scarce, but will replenish one block of health at a time.

Interactive Objects

Entry machine - The entry machine is where the player is deployed from. After that, it acts as a regular platform.

Exit machine - On the opposite end, the exit machine is where the player has to reach to end the level. End the level by leaping into it.

Pipes - Pipes are a quick means of transportation. They send the player from one end to the other when leaped into.

Blue buttons - Blue Buttons activate Light Blue Blocks. Any type of contact from the player will do.

Light blue blocks - Light blue blocks are activated by blue buttons. They will retract into a space, allowing access. They also act as regular platforms. However they can squash Norman if he stands under it for too long.

Blocks

Pink blocks - These blocks can be smashed with one attack. And as the name says, they are pink and cracked.

Images

Name

Headcase's name was changed multiple times, at one point in development being Sticky Feet[1], and at another point being Topsy Turvy.

Although neither Nitrome nor a staff member said anything about Headcase's beta name being Topsy Turvy, an image at the bottom of the Pixel section of Simon Hunter's website contains a list of logos for Nitrome game he did, and Topsy Turvy is one of them.

Considering the similarity this logo has with Headcase's logo, it is assumed to be a beta version of Headcase's logo.